Wow, this thread got long.
I see a lot of back and forth about skill overcoming gear and blah blah blah, but the fact is revenge spec is broken. If I get revenge up, which I do against any decent player (a bad player I just outright murder) I can just sit on it. I then try and kill the guy as normal, but the moment he attacks I hit revenge mode to parry, and he dies before he can stand up.
That's not a git gud issue, it's not a level up issue, it's a gear breaking the ****ing game issue.
Even if my opponent has 108 gs the above still holds true because revenge attack scales far better than defence.
Gear is broken, not because of the advantage it gives, but because of the stats and how they scale. If you deny there's a problem then you are either too inexperienced or are simply lying to try and keep this bs in the game because it's the only way you can get a kill.
One thought, when upgrading gear any buff to a specific stat also results in debuffing another stat, so players who create builds that specifically focus on certain strengths are also opening themselves up to specific weaknesses. Somebody who has the time and knowhow should make a chart showing what players are sacrificing in order to get those "game-breaking" abilities, so that whenever we encounter people with certain amplified abilities we know what weaknesses to focus on and exploit.
And, if the gaming balance really is broken (as players can be pretty darn creative), I'm sure Ubisoft is collecting and analyzing player match data and figuring out whether or not any nerfs or rebalancing is needed, wouldn't doubt they would patch it up eventually, just as in any other competitive online fighting game. Probably need more data than a few weeks worth of playtime, though, especially since most people haven't even gone through building just one hero. The meta is still evolving at this point, guess we'll have to wait and see and air our thoughts, experiences and concerns in the meantime (which, who knows, could change and evolve too).